Files
UltimateFishing2020/Assets/Shader/TextMeshPro_Mobile_Distance Field.shader
2026-03-04 10:03:45 +08:00

92 lines
2.8 KiB
Plaintext

Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR] _FaceColor ("Face Color", Vector) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1, 1)) = 0
[HDR] _OutlineColor ("Outline Color", Vector) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0, 1)) = 0
[HDR] _UnderlayColor ("Border Color", Vector) = (0,0,0,0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1, 1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1, 1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1, 1)) = 0
_UnderlaySoftness ("Border Softness", Range(0, 1)) = 0
_WeightNormal ("Weight Normal", Float) = 0
_WeightBold ("Weight Bold", Float) = 0.5
_ShaderFlags ("Flags", Float) = 0
_ScaleRatioA ("Scale RatioA", Float) = 1
_ScaleRatioB ("Scale RatioB", Float) = 1
_ScaleRatioC ("Scale RatioC", Float) = 1
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", Float) = 512
_TextureHeight ("Texture Height", Float) = 512
_GradientScale ("Gradient Scale", Float) = 5
_ScaleX ("Scale X", Float) = 1
_ScaleY ("Scale Y", Float) = 1
_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
_Sharpness ("Sharpness", Range(-1, 1)) = 0
_VertexOffsetX ("Vertex OffsetX", Float) = 0
_VertexOffsetY ("Vertex OffsetY", Float) = 0
_ClipRect ("Clip Rect", Vector) = (-32767,-32767,32767,32767)
_MaskSoftnessX ("Mask SoftnessX", Float) = 0
_MaskSoftnessY ("Mask SoftnessY", Float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 unity_ObjectToWorld;
float4x4 unity_MatrixVP;
float4 _MainTex_ST;
struct Vertex_Stage_Input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct Vertex_Stage_Output
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
Vertex_Stage_Output vert(Vertex_Stage_Input input)
{
Vertex_Stage_Output output;
output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw;
output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
return output;
}
Texture2D<float4> _MainTex;
SamplerState sampler_MainTex;
struct Fragment_Stage_Input
{
float2 uv : TEXCOORD0;
};
float4 frag(Fragment_Stage_Input input) : SV_TARGET
{
return _MainTex.Sample(sampler_MainTex, input.uv.xy);
}
ENDHLSL
}
}
//CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
}